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fix: implement enemy clear threat script (#1678)
* brother * use some better logic
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@@ -15,7 +15,7 @@
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#include "LevelProgressionComponent.h"
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#include "eStateChangeType.h"
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity) : PhysicsComponent(entity) {
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ControllablePhysicsComponent::ControllablePhysicsComponent(Entity* entity, int32_t componentId) : PhysicsComponent(entity, componentId) {
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m_Velocity = {};
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m_AngularVelocity = {};
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m_InJetpackMode = false;
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